Shader Transparency problem
Hello, i have a shader to edit color and alpha by vertices, but i cant see the inside triangles color properly from the outside. Whats happening? How can i fix it? I think it isnt a problem of the transparency part, because if i put a cube inside i can see it well.
You can see the colored part well from the inside, but not from the outside:
Shader "Custom/PruebaTransparente" {
Properties{
_Color("Color", Color) = (1,1,1,0.5)
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
}
SubShader{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
LOD 200
Pass{
Cull Off
}
CGPROGRAM
#pragma surface surf Standard vertex:vert fullforwardshadows lambert alpha:fade
//
#pragma target 3.0
struct Input {
float2 uv_MainTex;
float3 vertexColor; // Vertex color stored here by vert() method
};
struct v2f {
float4 pos : SV_POSITION;
fixed4 color : COLOR;
};
void vert(inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input,o);
o.vertexColor = v.color; // Save the Vertex Color in the Input for the surf() method
}
sampler2D _MainTex;
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf(Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb * IN.vertexColor; // Combine normal color with the vertex color
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
I change my shader to the next one, and its doing the same thing
Shader "Custom/PruebaTransparente" {
Properties{
_Color("Color", Color) = (1,1,1,1)
}
SubShader{
Tags{ "Queue" = "Transparent" "RenderType" = "Opaque" }
Blend SrcAlpha OneMinusSrcAlpha
LOD 200
Pass{
ZWrite On
Cull Off
}
}
}
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